The SplineThicken function serves as a way to make very thin polygons look thicker at render time. This is perfect for cables, hair, grass, and other such objects.
Objects using this function should be extremely thin and should be imported with "Remove Degenerate Triangles" disabled.
This sets the width of a single polygon object at its base.
Sets the width of a polygon object at its tip.
World Position takes in any existing world position offset functions and adds this function to them.
UVs for Projection (Vector2)
This is the texture coordinate to use in the expansion of the spline.
UVs for Thickness (Vector2)
This is the texture coordinate to use for the Thickness mapper if projecting from U, it will the Y component of the specified UV index for the thickness blending.
UVs for texturing (Vector2)
This is the UV channel for texturing. This must be the same UV channel you want to have the 3D-parallax correction.
Expand U or V UV Channel (StaticBool)
Sets whether to expand the mesh in U or V. Defaults to true, which is U.
This will use DeriveNormalZ to make a perfectly round normal map.
Uses DerivedNormalZ to make perfectly round normal map. Requires a center tesselation vertex otherwise the value of Z will be 0 for the entire face, causing harsh lighting.
This will add a texture normal to the normalmap transform.
UVs For NormalShading (Vector2)
The outgoing normal of the adjusted geometry.
This is the output that you can add to other world position offset calculations.
UVs with Parallax